Dark Ambient Track For You
Here's a dark ambient track, free for use in your projects. Creative Commons 0 License (public domain). Please let me know if you use it in a project.
https://drive.google.com/file/d/1WAryIhQuYXyNPL0ImOagc9QmRLZW0Zlm/view?usp=sharing
CC0 info
https://creativecommons.org/share-your-work/public-domain/cc0/
[Video] Wip Tips And Feedback
New style of mapping video. The map is promsing but the video is kind of a mess. I still think it contains good info for new mappers.
https://youtu.be/SQai5AHwghA
Dumb Engine Question
Would it be possible to have a single engine that "toggled" between Quakeworld and NetQuake depending on the server it was connecting to? Local Host vs. Online?
So if you are playing a map in SP it would default to NQ and if you were in COOP or DM it would default to QW?
Dumb Engine Question
Would it be possible to have a single engine that "toggled" between Quakeworld and NetQuake depending on the server it was connecting to? Local Host vs. Online?
So if you are playing a map in SP it would default to NQ and if you were in COOP or DM it would default to QW?
#32211 posted by
mankrip on 2023/02/28 11:17:37
I bet both Darkplaces and FTEQW does this.
All engines that supports custom protocols already switches to vanilla protocol 15 when playing ID1 demos or connecting to vanilla servers. Engines that supports both QW and NQ protocols will most likely switch between them automatically too.
#32213 posted by
oglerau on 2023/02/28 23:36:14
DP still has the best netcode out there. just works.
#32214 posted by
oglerau on 2023/02/28 23:36:31
big shoutout to LadyHavoc
DarkPlaces
#32215 posted by
Baker on 2023/03/01 00:25:42
I remember in 2012 or so using DarkPlaces and I lost my mind in anger.
I was already frustrated with some stuff that I couldn't turn off because I dont know the words.
Then I save a game.
I cannot find the save anywhere. I do a file search of my Quake folder, it is not there.
Far too many times, DarkPlaces did that kind of thing.
LadyHavoc
#32216 posted by anonymous user on 2023/03/04 13:48:38
hm, what happened to LordHavoc
What Is -protocol 999?
#32217 posted by
Barnak on 2023/03/06 02:40:50
For the first time since so many years playing Quake1, I found a big map that asked for -protocol 999 during game launch (map addy_cl_m4, which is a true jewel, by the way!). What is this protocol? Should I use it as default to play all my other maps, instead of the regular one with QuakeSpasm?
Not Sure
#32218 posted by
madfox on 2023/03/07 00:38:03
If it is the case here, but testing Quasm I found that quakespasm2.2 asks another protocol then quakespasm2.4.
It goes to protocol999 from protocol15.
It can be my poor attitide to see the change in update.
Protocol 999
#32219 posted by
mh on 2023/03/07 10:45:47
Is an evolution of the stock FitzQuake protocol 666 with added support for extra-precision angles, larger maps, etc. It's been around for about 10 years now.
I personally think you don't need it, and won't get any advantage from it, unless you're playing a map that specifically calls out requiring it. Otherwise 666 is fine, and well-supported. But there are serious limits in stock Quake protocol 15 that make it unsuitable for anything other than very old maps.
Protocol 999
#32220 posted by
Barnak on 2023/03/07 15:25:07
Is there any drawback or issue by playing all maps and mods with protocol 999, instead of 666?
May I find that some maps don't play well with 999, while it's working great with 666?
#32221 posted by
mh on 2023/03/07 19:41:31
999 was designed so that in it's base format it's identical to 666, with the exception of some "protocol flags" bits which servers can use to announce additional features they require. The intent was for servers and clients to negotiate supported features but the design and implementation never got that far.
These features could in theory be anything. A few were baked into the initial implementation as examples, such as increased co-ord ranges which were required for some of the maps that 999 was designed around, but there's nothing to stop an enterprising coder from building an entirely different protocol on top of 999.
The main drawback of 999 is that in it's current implementations it's still an NQ protocol. That means no prediction if playing online, and no delta states so packet sizes can seriously bloat.
Again, the design of 999 allows these to be added by someone who was willing to put in the work, and the original intent of 999 would have allowed graceful (or at least semi-graceful) fallback to default behaviours if a server or client didn't support them.
Maps that might have problems with 999 are those with large entity counts, where the increased co-ordinate range bloats the packet size in excess of the in-built maximum. The AD particle system in many engines is one case where I could see a risk of that happening.
#32222 posted by
mh on 2023/03/07 19:48:26
That doesn't mean "don't use 999 for AD", by the way. Some AD maps do need the larger co-ord range that 999 gives.
Ironwail 0.7 Showcase
New video goes live tomorrow along with the new release. It's pretty amazing. A huge upgrade from 0.6
https://youtu.be/9MO3GxoNm8o
#32227 posted by
Baker on 2023/03/16 16:38:16
I'll be watching that for sure. But a 27 hour wait ...
Baker
Would love to do a Zircon video this summer for sure.